//
// Combine scene FBO+velocity map to get motion blurred end result
// Needs renderer.motion_blur.method at 4 and fs_filter1=<this_file>
// RvG, 25-2-09
//

#include "motion_blur.cg"

struct VertOut
{
  float2 tc0 : TEXCOORD0;
};

struct FragOut
{
  float4 col : COLOR;
};

FragOut main(
  VertOut vin,
  uniform sampler2D baseMap     : TEXUNIT0,
  uniform sampler2D velocityMap : TEXUNIT1
)
{
  FragOut fout;

  float4 blurColor=MotionBlur(baseMap,velocityMap,vin.tc0,1024.0,768.0);
  fout.col=blurColor;
  return fout;
} 
